Rogue
Base Class: Rogue

Night Tinkerers are rogues who have taken to night work and have dabbled in arcane arts. They have used their intellect to develop gadgets and potions to assist them in their endeavors. While not magically inclined to the likes of an Arcane Trickster, a Night Tinkerer still has a few tricks up their sleeve. This version (0.9) is for initial review by the community and general feedback prior to playtesting.

Adept Alchemist

When you choose this roguish archetype at 3rd Level, you acquire a set of alchemist's supplies and a poisoner's kit, and you gain proficiency with them. Whenever you finish a long rest, you create one potion. You choose what kind of effect the potion has when a creature drinks or applies it, according to the table below. The potion expires if not consumed or applied before the end of one day.

The number of potions you can create increases to two at 9th Level, and three 13th Level, and four at 17th Level.

Potion Effect
Oil of Attraction The oil can coat one tiny or small item or weapon. Applying the oil takes 1 minute. For 1 hour, the item moves on its own towards the creature that applied the oil if separated from that creature by more than 5 feet. The item moves in a direct line towards the creature and will become obstructed by any appropriate object to do so within its travel path.
Oil of Minor Sharpness The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item has a +1 bonus to attack rolls.
Potion of Alacrity When a creature drinks this potion, it gains a 1d4 bonus to its initiative rolls for 8 hours.
Potion of Changing When a creature drinks this potion, it gains the effect of the disguise self spell for 1 hour.
Potion of Slumber When a creature drinks this potion, it falls unconscious for 1 minute, during which time the sleeper only awakes if takes damage, or if someone uses an action to shake or slap the sleeper awake.
Potion of Truth When a creature drinks this potion, it acts as if it is under the effect if the zone of truth spell for 10 minutes.

Night Tinkering

By the time you reach 3rd Level, you have also acquired a set of Tinkerer's tools and have spent long nights experimenting with them, gaining proficiency. Additionally, your tinkering has yielded a special device fitted specifically for you which can be worn over your main hand and forearm, allowing you to augmented your usage of darts. You gain 80 darts when you gain this feature, and when crafting darts you can do so at half the cost.

Special Device. The device is considered a one-handed weapon, but does not restrict the use of the hand upon which it is worn. The device can be readied with a number of darts equal to 4 * your Proficiency Bonus, compacted into a spring-loaded chamber. You must spend an action to load or reload the device with darts, and you must have at least one free hand to do so. If your special device is lubricated with Oil of Minor Sharpness or a similar oil, the effect applies to any dart you launch from the device for the duration.

Whenever you take the Attack action, you can choose to instead take one of your known Device actions if you have the prerequisite number of darts loaded into the device. Device actions use the properties of a Dart for determining range and interaction with feats, features, and modifiers, unless otherwise stated. At 3rd Level, you know Basic Device actions and two Special Device actions of your choice from the list below.

You learn an additional Special Device action of your choice at 9th Level, and again at 13th and 17th Level.

Device Maintenance. The device requires continual maintenance to ensure its use and to reset your Special Device actions. You can perform device maintenance during a short or long rest. You must make a Tinkerer's tools check against the table below whenever you complete device maintenance.

Tinkerer's Tools Check Result
Natural 1 The device functions poorly. You have disadvantage on the first attack roll you make using the device.
19 or lower The device functions as expected.
20 or higher The device functions better than expected. You have advantage on the first attack roll you make using the device.
Natural 20 The device functions exceptionally well. You have advantage on the first 2 attack rolls you make using the device.

Force Jump

At 9th Level, you have developed a modification to your device that allows to you propel yourself forward in a blast of arcane force. Whenever you take the Disengage action, you can choose to perform a force jump, instantly propelling you horizontally up to 20 feet and vertically up to 10 feet. You do not need a running start to perform a force jump. If you have a running start, you travel an additional distance equal to your long jump distance. If you travel further than 5 feet using this feature, you must succeed on a DC13 Dexterity (Acrobatics) check to maintain your balance when you land, or fall prone.

At 17th level, you no longer must make a Dexterity (Acrobatics) check to maintain your balance.

You can use this a feature a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a long rest.

Infuse Darts

At 9th Level, you have developed a modification to your device that allows you to temporarily infuse darts with magic. Whenever you launch a nonmagical dart from your device, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the dart immediately after it hits or misses its target.

Continuum Throw

At 13th Level, you have developed a modification to your device that allows to you load 8 additional darts into the device above the normal maximum for your Level. Additionally, you can now take the Basic Device action: Continuum Throw.

Continuum Throw. Whenever you take the Attack action, as a Cunning action you can launch two darts from your device in rapid succession. Make a single attack roll against a creature you can see within range. On a hit, the creature takes damage for each dart you launched. You only add modifiers to the attack once.

Arcane Darts

At 17th Level, you have developed a modification to your device that allows to you launch magically-created darts. Whenever you take a Basic or Special Device action, you can choose to launch arcane darts instead of nonmagical darts, allowing you to use the action without the need for loaded darts. Arcane darts deal psychic damage.

Basic Device Actions

You know how to use the following Basic Device actions.

Far Throw. You launch a single dart from the device with all your might. Make an attack roll against a creature you can see within range (100/300). On a hit, the creature takes damage for the dart you launched.

Multi-Throw. You launch up to a number of darts equal to your Proficiency Bonus from the device in rapid succession. Make a single attack roll against a creature you can see within range. On a hit, the creature takes damage for each dart you launched. You only add modifiers to the attack once.

Quick Throw. You load and launch a dart from the device quickly. Make an attack roll against a creature you can see within range. On a hit, the creature takes damage for the dart you launched.

Spread Throw. You launch a dart at up to a number of creatures equal to your Proficiency Bonus that you can see within range. Make an attack roll for each creature. On a hit, the creature takes damage for the dart you launched.

Throw Grappling Line. You launch 3 darts towards a target location you can see within range which is not a creature. The darts remain attached to the device by thin wire. Make a Dexterity check to serve as your grappling roll. The DC is determined by the DM (or 10 + 2 for every 10 feet to the target location). If you are successful on your grappling roll, the darts embed into the target location. The grapple can support the weight of a large-sized creature or smaller for up to 1d4 minutes (rolled by the DM). You can cut the line with a Use an Object action. Once this Device action is successfully used, it cannot be used again until you complete device maintenance.

Special Device Actions

Special Device actions can only be used once before needing to be reset during device maintenance. However, if you take a Special Device action that requires you to make an attack roll and you fail the roll, your device simply fails to activate properly, scattering the darts associated with the action, but allowing you to reattempt the action on a subsequent turn. Whenever one of your Device actions requires a target to make a saving throw, the DC equals 8 + your Proficiency Bonus + your Intelligence modifier. 

You learn an additional Special Device action of your choice at 9th Level, and again at 13th and 17th Level.

Netted Throw. You launch six darts bound together by thin, sharp wire in a wide pattern, forming a net. Choose a creature with a size no greater than large that you can see within range. The creature must make a Dexterity saving throw, taking 2d8 slashing damage and becoming restrained on a failed save, or only half the damage on a successful save. The creature has advantage on the saving throw if the action is made from long range. A restrained creature can use its action on its turn to remove itself from the net.

The slashing damage increases to 3d8 at 11th level, and 4d8 at 17th level.

Precise Throw. You launch a dart with extreme precision. Make an attack roll against a creature you can see within range. You have advantage on the attack roll. On a hit, the creature takes 2d8 piercing damage.

The piercing damage increases to 3d8 at 11th level, and 4d8 at 17th level.

Puncturing Throw. You launch a dart a creature's weak spot. Choose a creature you can see within range. The creature must make a Dexterity saving throw. On a failed save, the creature takes 2d8 piercing damage immediately and takes an additional 1d8 piercing damage if it moves more than 1 foot before the start of your next turn. The creature takes only half the immediate damage on a successful save.

The initial and delayed piercing damage increase by 1d8 at 11th level, and again at 17th level.

Throw Numbing Dart. You launch a dart coated with an arcane numbing agent. Make an attack roll against a creature you can see within range. On a hit, the creature takes 2d8 necrotic damage and must make a Constitution saving throw. On a failed save, the creature gains 2 levels of exhaustion. The creature recovers from 1 level of exhaustion caused in this way at the start of each of your next two turns.

The necrotic damage increases to 3d8 at 11th level, and 4d8 at 17th level.

Throw Poisoned Dart. You launch a dart coated with poison. Make an attack roll against a creature you can see within range. On a hit, the creature takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, the creature becomes poisoned. A poisoned creature takes an additional 1d8 poison damage at the start of each of its turns. A poisoned creature can make a Constitution saving throw at the end of each of its turns, recovering from the poison on a successful save.

The initial and delayed poison damage increase by 1d8 at 11th level, and again at 17th level.

Previous Versions

Name Date Modified Views Adds Version Actions
10/10/2021 3:57:30 PM
2
1
0.9
Coming Soon
11/13/2021 1:54:21 AM
2
1
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Coming Soon